/Engine/Source/Runtime/Engine/Classes/Engine/World.h
Sweep a shape against the world and return all initial overlaps using a specific channel (including blocking) if requested, then overlapping hits and then first blocking hit Results are sorted, so a blocking hit (if found) will be the last element of the array Only the single closest blocking result will be generated, no tests will be done after that
TRUE if OutHits contains any blocking hit entries
bool SweepMultiByChannel ( [TArray](API\Runtime\Core\Containers\TArray)< struct [FHitResult](API\Runtime\Engine\Engine\FHitResult) > & OutHits, const FVector & Start, const FVector & End, const FQuat & Rot, ECollisionChannel TraceChannel, const [FCollisionShape](API\Runtime\PhysicsCore\FCollisionShape) & CollisionShape, const [FCollisionQueryParams](API\Runtime\Engine\FCollisionQueryParams) & Params, const [FCollisionResponseParams](API\Runtime\Engine\FCollisionResponseParams) & ResponseParam ) const